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Patch Notes - 1.4.53 - 16-Feb-2016


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#61 slide

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Posted 12 February 2016 - 03:46 PM

View PostAlexander Garden, on 12 February 2016 - 03:30 PM, said:

Every Hatchetman request has the inverse effect of delaying its arrival by 1 more day.
By my count you have delayed the arrival of the Hatchmen by 237 years.


In that case I request that we never get the Hatchetman 86505 times!

#62 Felicitatem Parco

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Posted 12 February 2016 - 03:51 PM

View Postslide, on 12 February 2016 - 03:46 PM, said:


In that case I request that we never get the Hatchetman 86505 times!


I want the hatchetman times infinity.


THERE! MUWAHAHAHAHAHA!!!!

YOU'LL NEVER GIT IT NOW.

#63 grraystorm

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Posted 12 February 2016 - 04:00 PM

We would like to refer to the next/upcoming March 15th patch as the Ides of March patch...

The event for the weekend:
Penalties in the event: Team damaged penalties are x10 (loss of C-Bills and XP)

Wins in CapCon mechs for rewards:
1 win = mech bay
5 wins = 1 million C-Bills
10 wins = Advanced zoom module

KMDD in CapCon mechs for rewards:
1 KMDD = Liao hanging pendant***
5 KMDD = Liao mug
10 KMDD = Liao warhorn

***Great yearly special edition item for March would be a bloody knife hanging in the cockpit with "Et tu Brute" or Marcus Junius Brutus engraved on the bloody blade.

#64 Big Tin Man

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Posted 12 February 2016 - 04:04 PM

So flamer now inflicts 4.5 HPS?

So a 6 CML 6 Flamer nova can now inflict 27 HPS (hitting 90% heat on most mechs within 2 seconds) with a 42 point alpha?

Don't knock the heat per second until you try it kids.

#65 Groutknoll

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Posted 12 February 2016 - 04:05 PM

View PostAlexander Garden, on 12 February 2016 - 01:09 PM, said:

I see this request so often I've finally gone ahead and filed it. No guarantees if we'll ever get it though. Lumberjack: Knock down 100 trees. Paul Bunyan: Knock down 1000 trees. Tunguska Event: Knock down 80,000,000 trees. MASC is still a fixed item. Heat cap on the targeted 'Mech is still 90%.


haha ... thanks Alex!

Have a q about the new flamers ... is the heat cap from flamer generated heat for targeted mech and flamer using mech 90%? Currently a mech using 1 flamer can override and destroy itself from heat.

#66 PraetorGix

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Posted 12 February 2016 - 04:12 PM

PGI, really, did someone touched you in a naughty place with a Mist Lynx? Why the f*ck you hate this mech so much?

#67 Alexander Garden

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Posted 12 February 2016 - 04:18 PM

View PostGroutknoll, on 12 February 2016 - 04:05 PM, said:


haha ... thanks Alex!

Have a q about the new flamers ... is the heat cap from flamer generated heat for targeted mech and flamer using mech 90%? Currently a mech using 1 flamer can override and destroy itself from heat.

The Flamerer Flamee Flamesizer Flamer-using 'Mech does not posses the 90% Cap on Heat levels from Flamer use. The Flamerist can still overheat.

#68 Randall Flagg

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Posted 12 February 2016 - 04:27 PM

if you stealth the clan heat cap to 1.5 I won't hold it against you.

#69 pwnface

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Posted 12 February 2016 - 04:38 PM

Do flamers still have exponential heat gain on the mech using the flamer? I think that is the biggest thing keeping it from being a useful weapon. Being able to overheat an enemy mech is pointless if it requires you to overheat yourself as well.


New flamers will generate 4.5 heat per second on the enemy.
8x flamer FS9-A could generate 36 heat per second on the enemy.
Considering that a mech with 20 DHS has a heat capacity of 65..
You could bring an enemy mech up to 90% heat in under 2 seconds.

This sounds great until you realize that because of exponential heat gain on yourself you probably overheated yourself to shut down within 3 seconds.

Edited by pwnface, 12 February 2016 - 05:34 PM.


#70 NocturnalBeast

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Posted 12 February 2016 - 05:19 PM

View PostProsperity Park, on 12 February 2016 - 03:42 PM, said:


It's okay. A 4 ton, 1 slot laser should out-perform a 5 ton 2 slot laser.


Yes it should if it is a more advanced Clan weapon, just like your Smartphone from 2016 can outperform an Apple computer from the 1980s.

Edited by Ed Steele, 12 February 2016 - 05:19 PM.


#71 shopsmart

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Posted 12 February 2016 - 05:27 PM

@Alexander Garden: There was chatter of some PPC adjustment by Russ. Did they not get touched or they not make it into patch notes.

#72 Alexander Garden

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Posted 12 February 2016 - 05:40 PM

View Postshopsmart, on 12 February 2016 - 05:27 PM, said:

@Alexander Garden: There was chatter of some PPC adjustment by Russ. Did they not get touched or they not make it into patch notes.

Unsure what that chatter might have been referring to, but there were no changes to PPCs themselves in this patch.
Certain 'Mechs did receive adjustments to their PPC Quirks though, such as velocity increases or switching from a specific ERPPC Quirk to general PPC Quirk (which boosts both ER and standard PPCs).

#73 shopsmart

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Posted 12 February 2016 - 05:42 PM

View PostAlexander Garden, on 12 February 2016 - 05:40 PM, said:

Unsure what that chatter might have been referring to, but there were no changes to PPCs themselves in this patch.
Certain 'Mechs did receive adjustments to their PPC Quirks though, such as velocity increases or switching from a specific ERPPC Quirk to general PPC Quirk (which boosts both ER and standard PPCs).

Not quite what was being talked about. Russ said that it would be an over all heat reduction might be done. That is all. People were wanting other stuff like speed adjustments, but fear or pinpoint PPC knocked that down.

#74 Ilya Markelov

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Posted 12 February 2016 - 05:45 PM

Whether there are plans to buff EXE? To them nobody plays...

#75 pwnface

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Posted 12 February 2016 - 05:53 PM

@Alexander Garden: Do flamers still have exponential heat gain on the mech using the flamer?


I guess I need to @PGI_employee to get attention for my question Posted Image

#76 Hawk819

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Posted 12 February 2016 - 05:54 PM

I can already see it now. . . Dire Dakka's running amok with Targeting Computer Mk VII and UAC's of all types and maybe a Gauss Rifle or two.

Projectile Speed will increase from 15% to 35%.

#77 shopsmart

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Posted 12 February 2016 - 06:08 PM

Clans can't complain about quirks to much. Got to pay tonnage for it per say with TCs. Not complaining as I got clan mechs.

#78 Tahawus

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Posted 12 February 2016 - 06:37 PM

View Postpwnface, on 12 February 2016 - 04:38 PM, said:

Do flamers still have exponential heat gain on the mech using the flamer? I think that is the biggest thing keeping it from being a useful weapon. Being able to overheat an enemy mech is pointless if it requires you to overheat yourself as well.


New flamers will generate 4.5 heat per second on the enemy.
8x flamer FS9-A could generate 36 heat per second on the enemy.
Considering that a mech with 20 DHS has a heat capacity of 65..
You could bring an enemy mech up to 90% heat in under 2 seconds.

This sounds great until you realize that because of exponential heat gain on yourself you probably overheated yourself to shut down within 3 seconds.


Except for the 4.75 seconds the flamerist gets before the heat starts applying to them. Use short bursts not a tighle for flamrrs, and the could be almost heat free.

#79 Wintersdark

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Posted 12 February 2016 - 06:51 PM

Yeah, I'm going to ask too. Mr. Garden, do flamers still have exponential heat gain on the firing mech? How does the firing mech accrue heat?

What does the

Quote

Duration of time before Heat starts to effect your own 'Mech (not the enemy) has been shortened from 6.25 to 4.75 seconds.
actually mean? Right now, flamers start generating heat the instant you fire them, and it increases exponentially, so a single flamer will overheat any firing mech regardless of how many heat sinks it has.

How exactly is it different now?

Edited by Wintersdark, 12 February 2016 - 06:52 PM.


#80 LordBacon

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Posted 12 February 2016 - 07:12 PM

its sad, it would have been actually better to add negative quirks to the IS mechs with an energy range of >10%, for example take the cicada x-5 (which will be useless after this patch btw) it has +35% energy range just add a negative quirk: -25% ERLL Range, that would have been fine but this is like destroying every mech with a range quirk on it leaving it worthless because they get nothing in return for the loss of range.

as i said, its sad.

by the way the whole clan buff thing i dont get it, after this patch the clan mechs will be even better than on the first clan wave release.
yes sure IS has quirks now but all the quirks that make it even get nerfed anyway. thats balance i guess.

oh i'm in a merc unit playing both sides, in pug games i mostly play clan mechs because they perform better (at least for me) so what is that whole clanner whining thing about?

Edited by LordBacon, 12 February 2016 - 07:23 PM.






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